Hamon Warrior (JJBA Supplement)

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Hamon Warrior[edit]

Feel the Beat of Your Hamon![edit]

The Ripple (波紋 Hamon), is an energy used in the ancient form of martial arts, Sendō (仙道, lit. "Way of The Hermit/Wizard"). Through self-controlled respiration, a trained person can produce an energy manifesting as ripples throughout the body that is identical to the energy of the sun; life energy.

Creating a Hamon Warrior[edit]

Ripple_Manga.jpg
The demonstration of hamon in water, Source [[1]].

Why and how did you seek the means of harnessing the power of the sun? Was there someone in life you wanted to heal? Was there a particular vampire who haunts your memory to this day, and as such you seek a way to destroy the Stone Masks? Maybe a mysterious stranger trained you for a destiny you did not yet know. Did you train for years on a Tibetan mountain range, or were you forced to learn it at a breakneck pace in a race against time?

Quick Build

You can make a Hamon Warrior quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity.

Class Features

As a Hamon Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hamon Warrior level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hamon Warrior level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: one of your choice
Saving Throws: Dexterity and Constitution
Skills: Choose 3: Nature, Perception, Athletics, Acrobatics, Investigation, Insight, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two bolas or (b) One simple or martial melee weapon of your choice
  • (a) Extravagant Clothes or (b) Plain Clothes
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack

Table: The Hamon Warrior

Level Proficiency
Bonus
Features Hamon Techniques
1st +2 Hamon 1 2
2nd +2 Martial Arts 1 2
3rd +2 Unarmored Defense 1 3
4th +2 Ability Score Improvement 2 3
5th +3 Constant Overdrive 2 4
6th +3 Calm Mind, Strong Body 2 4
7th +3 Advanced Technique 3 5
8th +3 Ability Score Improvement 3 5
9th +4 Constant Hamon 3 6
10th +4 Resistant 4 6
11th +4 Uninhibited 4 7
12th +4 Ability Score Improvement 4 7
13th +5 Imbued Body 5 8
14th +5 Extra Attack 5 8
15th +5 Radiant Combatant 5 9
16th +5 Ability Score Improvement 6 9
17th +6 Perfect Master 6 10
18th +6 Resistant (2) 7 10
19th +6 Ability Score Improvement 7 11
20th +6 Grandmaster 8 12

Hamon[edit]

At 1st level, you learn a form of breathing that maximizes the oxygenation and flow of your blood. You have a number of Hamon points equal to the amount listed in the Hamon column of the Hamon Warrior table. All Hamon points are regained at the end of a long rest. As an action, you may focus your breathing if you are able to breath, regaining 1 Hamon point. If a creature is Undead, they take 1d6 radiant damage for every Hamon point they have at the end of each of their turns. You also know a number of Techniques, all found at the end of this class, as listed in the Techniques column. You may change one Technique you know at the end of a long rest.

  • Your Technique save DC = 8 + your Constitution modifier + your Proficiency bonus
  • Your Technique spell attack bonus = your Constitution modifier + your Proficiency bonus

Martial Arts[edit]

At 2nd level, your training has gone beyond teaching Hamon, bolstering your physical strength as well. Your unarmed strikes deal 1d6 bludgeoning damage on a hit.

Hamon Defense[edit]

At 3rd level, your body has been greatly strengthened by the life energy you wield. While you have at least 1 Hamon point and are not wearing armor, you gain a +1 bonus to your melee attack and damage rolls and your AC.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Constant Overdrive[edit]

At 5th level, even a basic amount of Hamon in your body empowers you. While you have at least 1 Hamon point, your jump distances are doubled and your unarmed strikes deal radiant damage.

Calm Mind, Strong Body[edit]

At 6th level, your Hamon brings you further beyond the limits of a normal human. While you have at least 1 Hamon point and are not wearing armor, you gain an additional +1 bonus to your melee attack and damage rolls and your AC (+2 total).

Advanced Technique[edit]

At 7th level, your mastery of Sendo allows you to channel larger amounts of Hamon into faster techniques. When you use a Technique as an action, you may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action.

Constant Hamon[edit]

At 9th level, you are constantly engaged in Hamon breathing. You may regain 1 Hamon point as a bonus action.

Resistant[edit]

At 10th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

At 18th level, you may select a second ability score to apply this feature to.

Uninhibited[edit]

At 11th level, your Hamon allows you to remain able to fight, even in situations that should kill you. While you have at least 1 Hamon point, you are immune to the incapacitated condition, you can speak while paralyzed or petrified, and you remain aware of your surroundings while petrified. When you drop to 0 hit points while you have at least 1 Hamon point, you become paralyzed instead of unconscious, but you can not spend Hamon points until you regain at least 1 hit point.

Imbued Body[edit]

At 13th level, you have mastered the art of breathing evenly no matter the situation, increasing the amount of life force within you, effectively slowing down your aging. Your maximum age is doubled and you have advantage on saving throws against gaining exhaustion from sources that are not creatures. When you complete a short rest, you regain twice as many hit points and lose 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, you may take the dash action and disengage action.

Extra Attack[edit]

At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Radiant Combatant[edit]

At 15th level, harnessing Hamon is as simple as breathing. Using a Technique counts as an attack for the sake of any features that are based on attacks, such as Extra Attack.

Perfect Master[edit]

At 17th level, your Hamon can not be stopped. You have advantage on saving throws to resist being blinded, stunned, or poisoned. When you use your action to regain Hamon points, you instead regain 1d4 Hamon points.

Grandmaster[edit]

At 20th level, you have mastered Hamon as much as anyone ever could. When you use your action to regain Hamon points, you instead regain 4 Hamon points. Additionally, choose one Technique to master. When you use your mastered Technique, you must spend half as many Hamon points, rounded down. If you master Forced Hamon Breathing, you automatically succeed its saving throw.

Techniques[edit]

Techniques are used as actions unless otherwise indicated, and consume a number of Hamon points indicated by parenthesis.

Metal Silver Overdrive (1)

As a reaction to being targeted by a melee attack that does not have advantage, you may make an unarmed strike against the attacker. You may spend an additional Hamon point to reduce the damage of the attack by your unarmed strike's damage roll.

Hamon Detector (1)

As an action, you channel Hamon through a receptive medium, such as a scarf or stone that has been specifically crafted to react to Hamon, or a standard glass of wine. You become aware of the location of any creatures within 30 feet of you for 1 minute or until you lose concentration.

Sendo Hamon Overdrive (1)

As an action, you channel Hamon through a surface, into the target. Make an unarmed strike. This attack ignores cover and deals an additional 1d6 radiant damage on a hit.

Scarlet Overdrive (1)

As an action, you strike with Hamon that burns like fire. Make an unarmed strike. This attack deals an additional 1d6 radiant damage on a hit and the target must attempt a Constitution saving throw. On a failure, they take 2d4 fire damage at the end of each of their turns for 1 minute. They or a creature touching them may retry this saving throw as an action. This can also be used to instantly remove the restrained condition.

Turquise Blue Overdrive (1)

As an action, you strike through a body of water large enough to hold your arm extended at a 90 degree angle. Make an unarmed strike with an additional 15 feet of reach. On a hit, the target takes an additional 1d6 radiant damage and must attempt a Strength saving throw. On a failure, they are thrown 15 feet away from you. On a success, they are pushed half as far.

Zoom Punch (1)

As a bonus action, you channel Hamon into your joints, tearing them apart before healing them. Your reach is increased by 10 feet until the end of your turn.

Hamon Afterimages (1)

As an action, you accelerate your movements to the point that you begin leaving afterimages until the end of your next turn. You gain a +1 bonus to your AC and any saving throws you make and you ignore difficult terrain. The bonus to your saving throws increases to +2 while you are under the effects of Hamon Defense, and to +3 while you are under the effects of Calm Mind, Strong Body.

Clacker Volley (2)

As a bonus action, you channel sticking Hamon into a weapon you are wielding until the end of your next turn. Melee and thrown attacks with the weapon deal additional radiant damage equal to your unarmed strike's damage.

Clacker Boomerang (2)

As a bonus action, you channel repelling Hamon into a weapon you are wielding until the end of your next turn. The weapon returns to your possession at the beginning of your next turn if it was thrown, making another attack against any creature standing in the same spot as the original target when it does so.

Hamon Cutter (2)

As an action, you spit a glob of liquid from your mouth, shaping it into circular blades with Hamon. Make a ranged Hamon attack with a range of 30 feet. On a hit, the target takes 2d4 + your Dexterity modifier radiant damage.

Hamon Healing (2)

As an action, you channel Hamon into the body of a creature within your reach, naturally stimulating their cells. They regain 1d8 + their Constitution modifier hit points unless they are a construct, elemental, or undead.

Hamon Overdrive Beat (2)

As an action, one creature within your reach that is restrained must attempt a Constitution saving throw. On a failure, they take 3d6 + your Constitution modifier radiant damage. On a success, they take half as much.

Life Magnetism Overdrive (2)

As a bonus action, or as a reaction when you would take damage from falling for 1 additional spirit point, you magnetize any organic matter around you into a sheet. You gain three-quarters cover, and you do not take falling damage until the end of your next turn. As an action, you may allow any creatures touching you to gain this effect as well.

Rebuff Overdrive (2)

As part of an unarmed strike when you have advantage on the attack roll, you channel Hamon into your elbows. The attack deal twice as much damage, which all counts as radiant.

Ripple Hypnosis (2)

As an action, you channel Hamon through a creature's mind. An unwilling creature must succeed a Charisma saving throw to avoid this technique's effects. This technique can either remove the blinded, charmed, deafened, or frightened condition, give a creature one of said conditions for 1 minute, or force one creature with a CR or level equal to or lower than your proficiency bonus to instantly fall unconscious for 1 minute. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Sticking and Repelling Hamon (2)

As an action, you finely channel Hamon through your extremities. Until the end of your next turn, you can walk across liquid, vertical, and difficult terrain as if it was solid ground.

Tornado Overdrive (2)

As an action, you leap forward, drilling your extended body into the target. Move 20 feet regardless of your movement speed and make an unarmed strike. On a hit, they take an additional 1d6 radiant damage.

Hamon Barrier (3)

As an action, you create a barrier out of Hamon-infused material. This material can be any biological material such as soap, wine, or hair. Obtaining enough hair can be done as part of a successful unarmed strike. You create a 15 foot line in front of you that counts as full cover despite being transparent that lasts as long as you do not move or use any actions, bonus actions, or reactions.

Hamon Launcher (3)

Requires Hamon Cutter. As an action, you shape physical material into a large net that wraps around the target. Make a ranged Hamon attack with a range of 30 feet. On a hit, the target is restrained for 1 minute or until they take any damage.

Hamon Cutter Gliding (3)

Requires Hamon Cutter. As an action, you spit a glob of liquid from your mouth, shaping it into circular blades with Hamon. Make a ranged Hamon attack with advantage with a range of 30 feet. On a hit, the target takes 2d6 + your Dexterity modifier radiant damage.

Indigo Blue Overdrive (3)

As an action, you channel a massive amount of Hamon into your fist before striking the ground. All creatures in a 15 foot radius must attempt a Dexterity saving throw. On a failure, they take 3d6 + your Constitution modifier radiant damage. On a success, they take half as much damage.

Sunlight Yellow Overdrive (3)

As a bonus action, you channel a massive amount of Hamon into your arms until the end of your turn. You may make 2 additional unarmed strikes when you take the Attack action, but all your attacks must be against the same target.

Silent Ripple (3)

As an action, your ripple nearly erases any hint at your presence for 1 minute with concentration. You gain advantage on Stealth checks, and you do not produce any sound, scent, or sensation of touch you do not wish to.

Hermit Purple Overdrive (3)

As an action, you cover your body in a layer of Hamon for 1 minute with concentration. When you are hit by a melee attack, you may make an unarmed strike against the attacker that deals radiant damage.

Thunder Split Attack (3)

Requires Hamon Afterimages. As an action while you are under the effects of Hamon Afterimages, you may make a Hamon attack against one creature within your reach. On a hit, both you and the target are restrained until the end of your next turn or until they are no longer within your reach. As an action while a creature is restrained in this way, you may force them to make a Strength saving throw. On a failure, they take twice your unarmed strikes' damage. On a success, they take half as much damage.

Hamon Cutter Lenses (4)

Requires Hamon Cutter Gliding. As an action, you arrange an array of stationary bubble cutters that refract light across a wide area. All creatures in a 60 foot radius around you must attempt a Constitution saving throw. On a failure, they take 2d6 + your Constitution modifier radiant damage. On a success, they take half as much damage.

Thunder Cross Split Attack (5)

Requires Thunder Split Attack. As an action while you are under the effects of Hamon Afterimages, you may make a Hamon attack against one creature within your reach. On a hit, the target is restrained until the end of your next turn or until they are no longer within your reach. As a bonus action while a creature is restrained in this way, you may force them to make a Strength saving throw. On a failure, they take twice your unarmed strikes' damage. On a success, they take half as much damage.

Sunset Orange Overdrive (6)

As an action, you fire a beam of Hamon. Make a ranged spell attack with a 60 ft. line range. On a hit, creatures take 5d6 + your proficiency bonus radiant damage.

Thousand-Color Overdrive (6)

As an action, you channel a massive amount of Hamon into your surroundings through your feet, layering any loose materials on top of each other into a dome. All creatures in a 15 foot radius must attempt a Dexterity saving throw. On a failure, they take 3d6 + your Constitution modifier radiant damage. On a success, they take half as much damage. Additionally, the edge of the radius this Technique targets counts as full cover that lasts as long as you do not move or use any actions, bonus actions, or reactions.

Golden Monk Overdrive (6)

As an action, you decipher the gravity of your target's life energy, guiding them along the Golden Path. One creature within your reach can't be surprised and has advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against the target, until the end of your next turn.

Golden Experience Overdrive (6)

As a bonus action immediately after you hit a creature with an unarmed strike, the target must attempt a Constitution saving throw. On a failure, their soul is sped up by excess life energy and unable to properly coordinate their body, granting them disadvantage on any d20 rolls and causing attack rolls against them to have disadvantage for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Golden Wind Overdrive (6)

As an action, you infuse a wealth of life energy into a Small or smaller object, transforming it into a beast or plant of equal size. If the chosen creature has a CR higher than 1, it is transformed at the end of your next turn if you maintain concentration. If the object was part of a larger object or belonging to a creature, the beast will move toward the object or creature at any given opportunity and always knows the direction the creature is in. Otherwise, these creatures act as any beast or plant of the chosen species would.

Reflective Wind Overdrive (3)

Requires Golden Wind Overdrive. As an action, one creature within your reach that you created with Golden Wind Overdrive radiates excess life energy for 1 minute. When a creature deals damage to the creature, they take the damage instead as it is reflected back at them.

Deep Pass Overdrive

As an action, you pass your Hamon onto another creature you can touch with your dying breath, or you create a Tiny manifestation of your Hamon with 1 hit point that grants the following effects to the first creature that touches it. Their Hamon point maximum increases by half your maximum, they gain 1 Technique that you know, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. If they are undead, they instead take 4d10 + your Intelligence modifier radiant damage, and they have disadvantage on Strength, Dexterity, and Constitution saving throws for 1 minute. After using this Technique, you die instantly.

Forced Hamon Breathing

As an action, you attempt to force a creature within your reach to understand the basics of Hamon by manually manipulating their diaphragm with a strike to the chest. You must attempt a DC 25 Dexterity saving throw. On a success, they gain a Hamon point maximum of 1 and one technique of their choice. If they later gain levels in the Hamon Warrior class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hamon Warrior class, you must meet these prerequisites: 13 Constitution and 13 Dexterity.

Proficiencies. When you multiclass into the Hamon Warrior class, you gain the following proficiencies: Light Armor, one skill from this class.

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